// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "Engine/DataTable.h"
#include "InventoryItemStruct.generated.h"

/**
 *
 */
USTRUCT(BlueprintType)
struct FInventoryItemStruct : public FTableRowBase
{
	GENERATED_USTRUCT_BODY()

public:
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Inventory)
	FText Nome;

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Inventory)
	FText Descricao;

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Inventory)
	TAssetPtr<UStaticMesh> Modelo;

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Inventory)
	TAssetPtr<UTexture2D> Icone;

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Inventory)
	FName Tipo;
};

struct FItemSocketStruct
{
	FName Name;
	class UInstancedStaticMeshComponent* MeshComponent;
	int32 EquippedItem;

	bool operator==(const FItemSocketStruct& Other) const
	{
		return Name == Other.Name && EquippedItem == Other.EquippedItem;
	}

	FItemSocketStruct()
	{
		MeshComponent = NULL;
		EquippedItem = 0;
	}
};